How to win the jungle race as Shaco against Locke · Matchup data reviewed on patch 26.15
Read from Shaco's seat: the race windows this plan plays for against Locke.
| Stage | Read | Why |
|---|---|---|
| Level 1 Clear | Shaco Favoured | Pre-placed Jack in the Boxes turn your level-1 'duel' into a 3-versus-1. Locke can make it awkward — a stacked nail string into the blink-through consume deletes half a health bar — but not before either of you has a second camp down. Trade, then walk away with a camp and a chunk of their health bar. |
| Level 2 Skirmish | Shaco Favoured | Deceive's backstab plus box damage wins any fight near your stacked bushes. The margin is thin: the blink-auto mark consume chunks hard, but spending E in a duel spends the escape too, and one slow camp on your side hands the window straight back, so keep the trade short. Fight him at full marks-zero and punish the ten seconds after his blink — E is his only exit. |
| Level 3 Route | Shaco Favoured | Boxes plus the E slow keep this exchange yours whenever you choose the bush. W's grey-health refund makes his short trades cheaper than they look — full clears cost him real HP, so this is an edge and not a blowout — take the level-3 river fight only with the HP and cooldown lead. |
| Levels 4-5 Macro | Shaco Favoured — Take Duels | You hold the edge at 4-5, not a blowout. He uses 4-5 to bank marks at range, then blinks in the moment the nail count says the kill is there, so meet them where the camps are, not where their laners are. |
| Level 6 Breakpoint | Even Ult Window | Level six changes both of you at once: the Hallucinate clone bait eats their key cooldown and doubles your damage, while the Purgatory totem turns any low-HP skirmish into a chain of executes and blink resets. Leave the totem zone above the threshold and kill him while E is down — his execute can't chase, and let the objective timer say when to commit. |
| First Item Spike | Lich Bane / Shadowflame Spike | His Lich Bane spike is real: the blink-consume chunk one-shots chipped squishies. Respect the first-item window, then note his E is still a one-way door — punish every spent blink. Locke's first item makes the mark consume hit for a real chunk, which is when the blink stops being a poke tool. |
| 2+ Items Scaling | Even Scaling — Prep Decides | Late-game Locke scales with his seal count, not his items — deny executes and his floor never rises. Focus him when E is down and never let "almost dead" linger inside Purgatory. |
Standard start — his level-1 clear is ranged but mana-hungry and his duel is honest at best; you dictate the early tempo, not him. Locke clears at range with Ritual Nails and banks marks while doing it, so his first scuttle arrives with stacks up.
Ranked by the race windows in Shaco's plans — the jungle race carries no win-rate sample.
The full Shaco vs Locke report continues with scuttle & dragon rules, invade windows and safety boundaries, the top-side objective fight, macro rotations and the win condition — plus the live enemy-jungle tracker that shows their start, clear and gank timers in game.
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Shaco's race plan controls 5 of the 7 windows — Shaco holds the tempo advantage in this jungle matchup.
Not exactly — Shaco's race plan controls 5 of the 7 windows, so Locke is playing catch-up and has to lean on the map.
Playing the other side? Locke vs Shaco guide →
All Shaco jungle matchups →
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